| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Core.Object | +-- Engine.MeshObject | +-- UnrealEd.MeshEditProps
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed |
| Variables Summary | |
|---|---|
| int | WBrowserAnimationPtr |
| Animation | |
| Engine.MeshAnimation | DefaultAnimation |
| Attach | |
| bool | ApplyNewSockets |
| bool | ContinuousUpdate |
| array<AttachSocket> | Sockets |
| Collision | |
| array<MEPBonePrimBox> | CollisionBoxes |
| array<MEPBonePrimSphere> | CollisionSpheres |
| array<MEPBonePrimStaticMesh> | CollisionStaticMeshes |
| float | TestCollisionHeight |
| float | TestCollisionRadius |
| Impostor | |
| bool | bImpostorPresent |
| color | ImpColor |
| EImpDrawMode | ImpDrawMode |
| EImpLightMode | ImpLightMode |
| EImpSpaceMode | ImpSpaceMode |
| vector | RelativeLocation |
| rotator | RelativeRotation |
| vector | Scale3D |
| Engine.Material | SpriteMaterial |
| LOD | |
| array<LODLevel> | LODLevels |
| float | LOD_Strength |
| float | SkinTesselationFactor |
| Mesh | |
| vector | MaxVisBound |
| vector | MinVisBound |
| rotator | Rotation |
| vector | Scale |
| vector | Translation |
| vector | VisSphereCenter |
| float | VisSphereRadius |
| Redigest | |
| int | LODStyle |
| Skin | |
| array<Engine.Material> | Material |
| Inherited Variables from Core.Object |
|---|
| Class, Name, ObjectFlags, ObjectInternal[6], Outer |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.MeshObject |
|---|
| EAnimCompressMethod, EImpDrawMode, EImpLightMode, EImpSpaceMode, EMeshSectionMethod |
| Inherited Enumerations from Core.Object |
|---|
| EAxis, ECamOrientation, ESheerAxis |
| Structures Summary | ||
|---|---|---|
| AttachSocket A_Translation, A_Rotation, AttachAlias, BoneName, Test_Scale, TestMesh, TestStaticMesh | ||
| FSectionDigest MeshSectionMethod, MaxRigidParts, MinPartFaces, MeldSize | ||
| LODLevel DistanceFactor, ReductionFactor, Hysteresis, MaxInfluences, RedigestSwitch, Rigidize | ||
| MEPBonePrimBox BoneName, Offset, Radii, HavokOnly | ||
| MEPBonePrimSphere BoneName, Offset, Radius | ||
| MEPBonePrimStaticMesh BoneName, Offset, StaticMesh | ||
| Inherited Structures from Core.Object |
|---|
| BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector |
| Functions Summary |
|---|
| Variables Detail |
|---|
| Structures Detail |
|---|
var(MeshEditProps) name AttachAlias;};
var(MeshEditProps) rotator A_Rotation;
var(MeshEditProps) vector A_Translation;
var(MeshEditProps) name BoneName;
var(MeshEditProps) Engine.mesh TestMesh;
var(MeshEditProps) Engine.staticmesh TestStaticMesh;
var(MeshEditProps) float Test_Scale;
var(MeshEditProps) int MaxRigidParts;};
var(MeshEditProps) float MeldSize;
var(MeshEditProps) EMeshSectionMethod MeshSectionMethod;
var(MeshEditProps) int MinPartFaces;
var(MeshEditProps) float DistanceFactor;};
var(MeshEditProps) float Hysteresis;
var(MeshEditProps) int MaxInfluences;
var(MeshEditProps) bool RedigestSwitch;
var(MeshEditProps) float ReductionFactor;
var(MeshEditProps) FSectionDigest Rigidize;
var(MeshEditProps) name BoneName;};
var(MeshEditProps) bool HavokOnly;
var(MeshEditProps) vector Offset;
var(MeshEditProps) vector Radii;
var(MeshEditProps) name BoneName;};
var(MeshEditProps) vector Offset;
var(MeshEditProps) float Radius;
var(MeshEditProps) name BoneName;};
var(MeshEditProps) vector Offset;
var(MeshEditProps) staticmesh StaticMesh;
| Defaultproperties |
|---|
defaultproperties
{
Scale=(X=1,Y=1,Z=1)
Scale3D=(X=1.0,Y=1.0,Z=1.0)
Rotation=(Pitch=0,Yaw=0,Roll=0)
Translation=(X=0,Y=0,Z=0)
SkinTesselationFactor=1.0;
ApplyNewSockets=false;
ContinuousUpdate=true;
ImpSpaceMode=ISM_PivotVertical;
ImpDrawMode=IDM_Normal;
ImpLightMode=ILM_Unlit;
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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